ns2_TinCans_Station

TinCanTinCan Join Date: 2006-12-11 Member: 59010Members Posts: 365 Advanced user
Trans-system federation
Frontiersmen Assignment task force
TOP SECRET



Hello Marine,

We are pleased to inform you that you have been selected from a large pool of applicants to work on TinCan's station. This station is a privately owned facility that has entered into a partnership with the TSF to serve as a supply hub for the upper most part of the Ariadne Arm. Your duties will include screening of all new arrivals, inbound and outbound of supplies, some science experiments, service pod and general maintenance of the facility.

About the station:
  • With construction of the station's centralized double resource area now complete this facility is equiped with 12 resource nodes.
  • Five tech points will provide you and your team flexibility to setup base where it is needed.
  • Sleeping quarters will accommodate up to 10 Marines comfortably.
  • The training room will provide you a place to learn the latest tactics for alien detection and extermination.
  • This station was built long before the creation of the Charter so it lacks state of the art equipment you might be accustomed to but amenities do include a mess hall with full kitchen, recreation room, big screen TV, dartboard, Foosball table, arcade games.

We know you will succeed in your mission, You’ve got the right mix of dedication and enthusiasm. Keep it up. You are now connecting to TinCan's Station.




Sincerely,

Paul B. Diamond
Squad six Commander





Copy to: Admiral Rathine Studaber









FAQ

Why so many resource nodes?
Because Jet Packs, Exos, fades and Onos are fun.

Why five tech points?
Because level 12 biomass is a good thing.

Why are the locations named after characters from the Matrix movie?
I have no imagination and The Matrix was a great movie. They were almost Roman god names.

How much time have you spent making this map?
Tricky question. I'm a family man so I don't get to spend much time working on it. I have a super simple graybox version that was created a year ago but I was just experimenting and never thought it would become playable. I really started working on it (and saving my progress) about three months ago.

Why doesn't it look finished?
Its a work in progress.

Have you made any other maps?
I made a map for Half-Life death-match a long time ago using Hammer / Worldcraft. The map is called Catinn. Did you notice the anagram of TinCan? * nar·cis·sism / noun: excessive or erotic interest in oneself or gaming handle.

Why is your ready room so boring?
I want less distractions for players. I am hopeful this will shorten the time on public servers it takes to get players to join a team to get a new game going.

Is there a secret room?
That is a secret.

What is the publish id?
1c9636c4

Link to Steam workshop?
http://steamcommunity.com/sharedfiles/filedetails/?id=479606468

Saffron_baker.trixX.

Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts Posts: 2,826 admin
    That's a buttload of connectivity. Might be difficult for marines to prevent aliens from slipping through.
    VetinarimigalskiNousWanderer
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver Posts: 3,465 Advanced user
    + Spoon Boy and Oracle look like they are very easy to arc. But it also looks pretty well fleshed out, so we should definitely play it tomorrow. If we have any players, that is.
    formerly known as F0rdPrefect

    I am good Onos
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, NS2 Playtester, NS2 Map Tester, NS2 Community Developer Posts: 680 Advanced user
    Played a bit today.

    Main issues I can see is that the map is really, REALLY big, and there is serious over-connectivity. imo a good map has easily identifiable "lanes" and the best maps have 3 - 4 of them.

    Take tram, from logi up to ore is one lane, obs to mezz is another and south tunnels to north tunnels is the third. You map seems to have maybe 5 lanes, but its very difficult to tell because the lanes cross over and merge so frequently. the ideal scenario is that when you open your map and you see a flashing red thing, you should be able to easily spot where you should be going to get to that red flashing dot and kill the pesky thing making it flash... with your map its almost maze-like, when you see a red flashing dot you need to take 4 - 5 seconds to figure out which route would be the best to take, and then once you've figured it out, you have to orientate yourself upon closing the map.

    Making entrances and exits brightly lit helps with this problem, as does texture routing, so maybe doing that could help out a lot and minimize the amount of connections you'd need to change/remove.

    All in all its a nice map, although on first playing it I didn't think so, once you get your head around how to move around it, its not as bad as it first seems. the map has a lot of potential and I hope to see it progress.
    Meph isn't an NSL admin anymore!

    #blameHefty
    NousWanderer
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,735 Advanced user
    edited November 2016
    OP arc position
    0oHcSrO.jpg

    Post edited by Nordic on
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members Posts: 365 Advanced user
    Yea, it is a sweet spot to arc Neo but there are two routes to that OP spot entering from the North or the South plus a vent that gets you most of the way for a third route available to Aliens.

    ARCs are designed to do damage through walls for a reason.

    I could argue other maps have OP spots too:
    Biodome- Falls from Ally.
    Veil- Sub from system and don't forget Double Nano nodes from either East or west (thats 20% of the map's economy) ,
    Descent- Hydro from Receiving.
    Docking- Locker from Ballcourt or Terminal from Eastwing.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow Posts: 4,735 Advanced user
    The reason that spot was OP is because it was their main hive. Hydro from receiving is a BS arc spot, but it is also not a starting location. Docking from locker or east wing is not nearly as strong, nor as easy to access for marines.
    From my perspective UWE has been trying to both with what little resources they have given to the game. They don't have an AAA budget, let alone an indie game budget. They have the budget of a game that has been out 6 years. I want to say, don't half ass two things, whole ass one thing. I just don't think they have the resources to do it. Unlike many of the people on the forums, I guess I am just happy they are at least trying even though I may not like what they end up doing.
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, NS2 Playtester, NS2 Map Tester, NS2 Community Developer Posts: 680 Advanced user
    Nordic wrote: »
    The reason that spot was OP is because it was their main hive. Hydro from receiving is a BS arc spot, but it is also not a starting location. Docking from locker or east wing is not nearly as strong, nor as easy to access for marines.

    agreed, the above arc spot would be as if you were arcing locker from bar.
    Meph isn't an NSL admin anymore!

    #blameHefty
    NordicNousWanderer
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members Posts: 365 Advanced user
    yea, ok

    Maybe I can push the cypher wall north and scooch the hive TP south. ill play around with the arc there to find a solution.
  • TinCanTinCan Join Date: 2006-12-11 Member: 59010Members Posts: 365 Advanced user
    OP NO MO

    I moved the tech point just a bit, shuffled the props against the wall, added a few barrels and viola the arcs cant reach.

    909st5f9f0mh.jpg


    arcs will reach when by the power node in agent brown but there is a vent right above and its just around the corner.
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